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Posted

So a few weeks back I was playing AI, and who would have guessed it... I was subverted, so the guy told me to kill a few people, but I knew only one way to do that as a non-malf AI, kill telecoms and suck the air out of the room, and this failed... Pretty badly.


So what I need is some tips on how to play a lethal AI


What you are doing:


How to do it:


How deadly it is: ( Scale from 1-10, ten being dead in a moment)

Posted

well, if isolated you can crush someone to death with a door


disable the timing and the uh... idk what its called, the sensor? then you can open and close a door on a person until they die (or are severely injured)


this is very very loud though

Posted

it might be easier to do a bit more atmos foolery, have nitrous oxide in the distro and increase pressure to knock out people in a room, THEN syphon the air out (but you need to play with alarm bounds first to not get an atmos alert)

Posted

The three favorite methods.


Electrifying doors.

Alt-click a door, make sure there's a good amount of power in the power grid.

It ranges from mild burns, to a few seconds of stun. Burns can get infected and kill someone eventually.




Overriding door safeties and crushing someone in a door.

Click a door, make sure the safeties are overridden. Close a door when someone is in it.

Very deadly, if you get someone caught in this, you can kill them with a few open/close cycles.



Put a gas into the station's atmosphere.

Not going to detail the steps for this one, as ninety-nine times out of a hundred you'll get in trouble for it.

Ranges from knocking someone out to burning them to death in a terrible plasma fire.




When you're subverted or malf or whatever, killing telecomms points a lot of suspicion your way. If someone you're going to kill is isolated, you can use scripting to mute them on radios.

Posted

Baycode maps have disabled telecomms scripting by removing the script editing monitor, so telecomms foolery is rather difficult unless an engineer happens to build it using a board RnD researches.

Posted
Baycode maps have disabled telecomms scripting by removing the script editing monitor, so telecomms foolery is rather difficult unless an engineer happens to build it using a board RnD researches.

 

Our (Baycode) map has it currently, it was added in sometime in the last couple weeks. It was even in the changelog.

Posted
If someone you're going to kill is isolated, you can use scripting to mute them on radios.

scripting? This is gonna need more explanation

 

Super off topic, but here you go:


Maybe we can do another IC learning session. But the short of it is that all the text sent through radios is processed by all the machinery on the telecomms server. You can write scripts with the scripting console on the satellite to do tons of things to the transmissions.


Mute all messages from a certain source.

Change words to other words. ex. AI IS MALF to The station artificial intelligence is an amazing piece of technology.

Change the colours of messages.

Add a little pre or post message to any radio communication that prints out the job of the ID the person is wearing.


It's a full scripting language with conditionals and variables and whatnot, so it is really flexible.

 

if ($source == "JOI")
{
$source = "<span style='color:#e55ea2'>JOI</span>";
$content = "<font color=#e55ea2>" + $content + "</font>";
}

$content = $content + "<font color=#193a7a> ("+ $job + ")</font>";

$content = replace($content, "fuck", "f***");
$content = replace($content, "shitcurity", "Security, the most friendly and competent department on the station");
$content = replace($content, "cunt", "c***");
$content = replace($content, "bitch", "b****");
$content = replace($content, "shit", "s***");
$content = replace($content, "asshole", "a**hole");
$content = replace($content, "catbeast", "Tajaran(automatic slur filtering)");
$content = replace($content, "ligger", "Unathi(automatic slur filtering)");

 

Sorry for the vulgarity, but this is a little script I often ran as JOI. Would make anything JOI said pink, and add a little rider to any radio transmission with someone's ID, and filter a few things out.

Posted

You can always use depressurization to kill people. If they are near a room that is/can be vented to space quickly, you lock them in room A (internal) and then vent room B (the one connected to external). When B is empty, or low, open the door connecting them and watch physics do it's magic :D


Another thing to do is just make your borgs do it for you....

Posted

Keep in mind due to baycode changes, locking armed security in a vented room won't work as well anymore. They can shoot apart wall coverings to get more air flowing in.


99% of the time you will be caught as an AI if you try to kill someone. Most of your killing methods still allow them to cry out. If you electrify a door, they will always assume it to be you unless someone else has been tampering with doors. Venting a room is the quickest way to get the CE on your ass. Door crushing is the quickest way to get everyone on your ass. Gassing the station requires an admin go-ahead but if you know what you're doing you can fuck up anyone that breathes.


Expect to be caught, if a traitor is telling you to kill people, he likely wants you as a distraction. Make a good show of it and give him the best distraction you can give.

Posted
Baycode maps have disabled telecomms scripting by removing the script editing monitor, so telecomms foolery is rather difficult unless an engineer happens to build it using a board RnD researches.

 

Our (Baycode) map has it currently, it was added in sometime in the last couple weeks. It was even in the changelog.

 

Telecomms scripting itself is disabled, however. Me and Skull tried to get it to work the other day and it wouldn't.

Posted

I'm not familiar with the details, but i'm sure there's a way to configure an air alarm so that it won't fire an alert when a room is depressurised. If you figure that out and use it carefully, you could probably sneakily siphon a lot of places


Also feorn, thank you for that post, extremely informative, i had no idea such depth was possible. I'll be looking into that at some point <3 and another learning session would be excellent

Posted
Baycode maps have disabled telecomms scripting by removing the script editing monitor, so telecomms foolery is rather difficult unless an engineer happens to build it using a board RnD researches.

 

Our (Baycode) map has it currently, it was added in sometime in the last couple weeks. It was even in the changelog.

 

Telecomms scripting itself is disabled, however. Me and Skull tried to get it to work the other day and it wouldn't.

 

I just pulled down the latest Aurora build locally and got it running to test it out and I got it working fairly quick.


I just had to set the network on the scripting machine and I didn't seem to be able to edit $source. But I was able to mute someone, change colours, add job riders, and filter profanity. I'll try it on live next time I get AI.


It doesn't have the newest baycode ability to make absurdly long scripts, but that's probably a good thing.


Edit: Can't update the network on the traffic control console as the AI, have to have someone in front of the console I assume.


Final edit: Due to the intervention of a friendly bluespace tech (Thanks Garn or Itzal), I can confirm it does work on live. Just make the round start console default to the "tcommsat" network to let the AI have access.

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